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TACTICS·WHITE DWARF 310

Will and Fate

October 2005·p. 39

THE SHORT VERSION

Will dice must be committed before casting or resisting, so the guide asks players to distinguish a dangerous spell from an inconvenience worth accepting. With no enemy magic, Will remains useful for keeping heroes and followers courageous. Fate is more straightforward: spend it to ignore wounds rather than forgetting it in the excitement of combat, especially when a scenario rewards the hero’s remaining health.

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Find this article in White Dwarf 310, p. 39.

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